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Reactive Armor Hardener advice please

Author
Rivur'Tam
the united
#1 - 2012-06-09 14:14:48 UTC
Ok so can someone confirm for me what is better a 3rd eanm or a reactive armor hardener?


Considering the eanm gives 27% to all resists and gives 54% of this due to the stacking penalty.

[b]Inappropriate signature removed. Spitfire

^^ my sig was awesome that naugty spitfire stole it for himself true story

United Recruitment Director.[/b]

Lin-Young Borovskova
Doomheim
#2 - 2012-06-09 15:10:56 UTC
Probably for pve use, for pvp haven't tried yet because I see no real advantage considering the price tag.

If only we had Ancillary armor reps instead of that some ships active rep bonus would actually be worthy.

brb

Kasutra
No Vacancies
No Vacancies.
#3 - 2012-06-09 15:12:09 UTC
This is not a question that has one answer to "confirm".

Ultra-long encounters, one or two damage types -> adaptive hardener.
Not-so-long encounters, multiple damage types -> EANM.

If in doubt, I'd fit an EANM.
sabre906
The Scope
Gallente Federation
#4 - 2012-06-09 15:18:39 UTC
Kasutra wrote:
This is not a question that has one answer to "confirm".

Ultra-long encounters, one or two damage types -> adaptive hardener.
Not-so-long encounters, multiple damage types -> EANM.

If in doubt, I'd fit an EANM.


If you survived fine for long enough for it to adapt, you'll do better with enams.
Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#5 - 2012-06-09 15:34:17 UTC
confirming the adaptive hardener blows, and this was basically a buff to shield tankers.

It Drakes, Tengus, and Winmatards
Rivur'Tam
the united
#6 - 2012-06-09 15:35:59 UTC
I'm a bit confused as to how it works
on a lot of my pvp setups i use 3 eanms it seems that the 3rd is giving about 15% to all 4 resists and that the adaptive hardener would only give me 15% to 1

is my thinking correct ?

Can some explain how the adaptive actually works

thanks

[b]Inappropriate signature removed. Spitfire

^^ my sig was awesome that naugty spitfire stole it for himself true story

United Recruitment Director.[/b]

Lin-Young Borovskova
Doomheim
#7 - 2012-06-09 15:37:49 UTC
Verity Sovereign wrote:
confirming the adaptive hardener blows, and this was basically a buff to shield tankers.

It Drakes, Tengus, and Winmatards



Double xl- ancillary SB+booster+implants should make my Maelstrom overpowered?

...noes not again Lol

brb

Lin-Young Borovskova
Doomheim
#8 - 2012-06-09 15:43:48 UTC
Rivur'Tam wrote:
I'm a bit confused as to how it works
on a lot of my pvp setups i use 3 eanms it seems that the 3rd is giving about 15% to all 4 resists and that the adaptive hardener would only give me 15% to 1

is my thinking correct ?

Can some explain how the adaptive actually works

thanks



It an be worthy if you're flying something like Zealot or Deimos but only if you have logistics and even then pretty sure 1 EANP+1 hole resist hardener are a better and isk wise choice

brb

Rivur'Tam
the united
#9 - 2012-06-09 15:53:14 UTC
Lin-Young Borovskova wrote:
Rivur'Tam wrote:
I'm a bit confused as to how it works
on a lot of my pvp setups i use 3 eanms it seems that the 3rd is giving about 15% to all 4 resists and that the adaptive hardener would only give me 15% to 1

is my thinking correct ?

Can some explain how the adaptive actually works

thanks



It an be worthy if you're flying something like Zealot or Deimos but only if you have logistics and even then pretty sure 1 EANP+1 hole resist hardener are a better and isk wise choice


thanks m8, have a like.

[b]Inappropriate signature removed. Spitfire

^^ my sig was awesome that naugty spitfire stole it for himself true story

United Recruitment Director.[/b]

Lunkwill Khashour
Ministry of War
Amarr Empire
#10 - 2012-06-09 19:23:52 UTC
Rivur'Tam wrote:
I'm a bit confused as to how it works
on a lot of my pvp setups i use 3 eanms it seems that the 3rd is giving about 15% to all 4 resists and that the adaptive hardener would only give me 15% to 1

is my thinking correct ?

Can some explain how the adaptive actually works

thanks

As I understand it:

The adaptive hardener is activated with 15% resists across the board. Every 10s, it updates its resists depending on the damage received in the previous 10s.

If you've suffered 1 damage type, it will increase the resist to this damage type with 1%. This 1% will come from one of the other resists. If you've suffered more than 1 damage type, it will increase 1% to the 2 most suffered damage type, and -1% to the 2 least suffered damage types. Once it starts increasing a resist, it can not lower it while active e.g. Once you start increase kinetic resist and the drake switches ammo, the kinetic resist will stay high.

Max resist to 1 damage type is 60% (the others = 0), max to 2 types is 30%/30%. Important to note, if you're hit with barrage (which is about 90% exp, 10%kin) the hardener will still go to 30/30 i.e. it doesn't balance depending on relative strengths.

If you stop the hardener and start it up, you're back at 15% across the board. Given the cycle length and the 1% change per cycle, it can take a long time to achieve max resists.
Alexa Coates
Center for Advanced Studies
Gallente Federation
#11 - 2012-06-10 02:25:32 UTC
Only thing about the reactive hardener is that it drags ass to shift resists. I love it, but if it was faster i'd love it more.

That's a Templar, an Amarr fighter used by carriers.

Boomhaur
#12 - 2012-06-10 04:54:50 UTC
I like the idea of it but I have yet to find a use for it, it just takes too long to shift resists. In PVP you probably be dead by the time it changes. In PVE chances are your already killed the enemy by than or almost done killing them all. And in PVE you can have the luxury of knowing what dmg types your enemy will do so you can use resists accordingly than wait for it to change.

Welcome to Eve. Everyone here is an Evil Sick Sadistic Bastard who is out to get you. Anyone who tells you otherwise is either trying to scam you or use you.

Kobea Thris
Inquisition FiS Division
#13 - 2012-06-11 12:54:34 UTC
I don't understand why you would replace an EANP with this. Use it in place of an Explosive hardener if you are going to use it at all. Sure, you risk someone hitting the explosive hole, and it not adapting fast enough, but since an Exp hardener is common anyway, a lot of people won't bother and will shoot Thermal or Kinetic anyway. If they do that, the Explosive Hardener is wasted, and if they do decide to go for explosive, this is better than swapping an Explosive Hardener for another EANP.

.

Liam Mirren
#14 - 2012-06-11 13:25:56 UTC
For PVP use it's no good, mostly because it reacts too slowly and partially because if you get hit by all kinds of damage types it's worse than an EANM. It's ONLY useful if you KNOW you'll get hit by 1 or 2 different damage types and even then due to its slow reaction time it'll be crappy. For that same reason it's no good in PVE either: reaction time.

Its only use is lazy missions runners who enjoy mediocre ship fits because that means they don't have switch resists between missions.

Excellence is not a skill, it's an attitude.

Lin-Young Borovskova
Doomheim
#15 - 2012-06-11 16:11:07 UTC
Liam Mirren wrote:
For PVP use it's no good, mostly because it reacts too slowly and partially because if you get hit by all kinds of damage types it's worse than an EANM. It's ONLY useful if you KNOW you'll get hit by 1 or 2 different damage types and even then due to its slow reaction time it'll be crappy. For that same reason it's no good in PVE either: reaction time.

Its only use is lazy missions runners who enjoy mediocre ship fits because that means they don't have switch resists between missions.


Rat specific hardening makes every pve setup the best gank target. Omni tanking is the best way to go but with some ships this means you might loose one extra slot.

Lets pick a simple example: Tengu - rats=guristas

Those rats hit mostly kin, your Tengu has already base kin/thermal resists over 80% so it's a waste of global EHP to fit more kin resist, instead fit EM to prevent the arty faction EMP one shot your pimpy Tengu.

Armor ships usually have a very low explo resist, this means if you are some gank target and just fitted kin hardeners, you're going to blow very easily.

Prevent stuff to happen doesn't mean you're safer but will ask a lot more effort to gank you therefore making you a less desirable target. See cargo expanders/cargo rigged hulks blowing by gank catalysts.

brb

Liam Mirren
#16 - 2012-06-11 16:21:05 UTC  |  Edited by: Liam Mirren
It's dead easy to fill EM hole against ganking on a tengu. Apart from that, if you're doing a mission that shifting hardener will move AWAY from your resist hole (unless you used the wrong hardeners). And in a gank you'll die before the shifting hardener has a chance to (properly) react.

Excellence is not a skill, it's an attitude.

Onictus
Federal Navy Academy
Gallente Federation
#17 - 2012-06-11 16:50:27 UTC
Liam Mirren wrote:
It's dead easy to fill EM hole against ganking on a tengu. Apart from that, if you're doing a mission that shifting hardener will move AWAY from your resist hole (unless you used the wrong hardeners). And in a gank you'll die before the shifting hardener has a chance to (properly) react.



If you capped it against the mission damage, you have to cycle is and start over.



The mod is un-Scottish, and if its not Scottish, its crap.
Tankn00blicus
Aliastra
Gallente Federation
#18 - 2012-06-11 21:38:09 UTC
EANM.

1) Reactive hardener takes over 2 minutes to fully adapt.
2) It has a bug where, if you are only taking 2 damage types, it will always adapt to 30/30 resistance, regardless of the amount of each damage type you're taking and the resists you already have. This does not happen when taking 3-4 damage types.
3) It has a bug where it will not adapt at all once it has finished adapting to one damage profile.
Major Killz
inglorious bastards.
#19 - 2012-06-11 22:38:29 UTC
I've had the chance to use this module solo on a Myrmidon and Brutix. It's not as bad as I once thought or what others have told me. As long as you deactivate the module @ the right time and then reactivate (reset resistence); the module works well. You'll lose some resistence @ the begining for sure. Provided the engagement last long enough. You'll benifit alot more from the module. Which makes more sense for active tank setups.

TBH any engagement where you use this module and explode relatively quickly. Using a EANM wouldn't offer much more. The outcome will be the same.

[u]Ich bin ein Pirat ![/u]

Verity Sovereign
Sebiestor Tribe
Minmatar Republic
#20 - 2012-06-12 08:43:49 UTC
Not if you are die when the other guy is in hull... then you'll wish you had an EANM rather than a reactive hardener.

EANM II, at full skills, gives you 25% omni resist.
This module, after slow adaptation, gives you 30% resists to 2 damage types (and when do you take a pure damage type? only from drones and missiles, lasers, hybrids, and projectiles all deal at least 2 types - and there are some drones that deal 2 types, although they are very uncommon).

However, it is my understanding that it is not stacking penalized?
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